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Lexicanum

Warp Imp

A lesser warp nuisance that becomes dangerous in numbers.

Threat File — Warp Imp

TR 2 · Daemons & Warp Entities
WarpSkirmisherCorruptionStat Block Priority: Low
Warp ImpTR 2Daemon · Grunt
WarpSkirmisherCorruption
Defense 12 · Vitality 6 · Move 30 ft. · Initiative +2
STR -1AGI +2TGH -1INT -1WIL +0PRS -2

Proficiencies: Stealth +4

Senses: Sees normally in total darkness

// Traits

Daemonic Nature. The warp imp does not make Morale checks and is immune to fear and Suppression. At 0 Vitality it is banished back into the warp rather than slain, popping like a burst blister.

Spiteful Swarm. The warp imp gains +1 to hit for each other warp imp adjacent to its target, to a maximum of +3.

// Actions

Claw and Bite. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 1d4 + 1 rending damage. A creature hit by three or more warp imp attacks in the same round suffers Corruption exposure.

Scamper Through. The warp imp moves up to its speed, ignoring difficult terrain and passing freely through spaces occupied by other creatures. It may foul one unattended item, cable, or weapon it passes over at GM discretion.

Morale: Does not make Morale checks (daemonic nature), but imps are cowards by instinct: they scatter and regroup when swatted hard, and vanish entirely when whatever spawned them is addressed.

Tactics: Never one at a time. Imps drown a single character in claws, chew equipment, and shriek the party's position to worse things. They are a symptom — the real question is what they are leaking out of.

Loot / Evidence / Hooks: Imps leave nothing but a greasy residue; where they clustered thickest points back toward the breach that spawned them.

Enemy Dossier

GM Reference

A Warp Imp is a lesser nuisance of the empyrean — spiteful, cowardly alone, and genuinely dangerous in chittering numbers. Its real payload is the fact of its existence: where imps caper, the veil is already torn.

// Battlefield Use

Use this enemy in swarms as the first sign of warp incursion, or as ambient hostility inside a corrupted site.

// Threat Profile

Low durability, weak individual attacks, dangerous in numbers, minor fear and Corruption exposure, banished rather than killed, cowardly instincts.

// Signature Traits

Daemonic Nature. Does not check morale, immune to fear and Suppression; banished at 0 Vitality rather than slain.

Spiteful Swarm. Gains +1 to hit for each other imp adjacent to its target (max +3).

// Signature Actions

Claw and Bite. Weak melee attack; three or more imp hits on one target in a round risk Corruption exposure.

Scamper Through. Moves through occupied spaces and difficult terrain freely, harassing as it goes.

Morale: No true morale, but strong self-interest: imps scatter and regroup when swatted hard, and vanish entirely when whatever spawned them is addressed.

Tactics: Never one at a time. They drown a character in claws, foul equipment, and shriek the party's position to worse things. They are a symptom — clever parties will ask what the imps are leaking out of.

// Variants
Imp Swarm (single horde unit)Vox-Chewer Imps (comms sabotage)Herald's Attendants (buffed near a leader daemon)Spiteborn Imps (spawned from a specific sin on site)

Full Stat Block Priority: Low

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